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Happy New Year!
This update is a bit smaller than usual with the break for holidays, but Craig and I are back hard at work after a few days off. We hope you all had a happy holidays!
The content in the update breaks into two major sections - player/enemy movement & prop/decoraton.
For movement we stated by taking the updated movement code from the previous update and applying it to all enemies as well. We had initially been hesitant to do this because it's a more cpu intensive system, but it results in much smoother movement around walls and props. If you notice performance issues with this build, please let me know. In addition to changing the collision system we also updated all the props in the mansion to have rounded corners. This should reduce any sticking points on props. Eventually we need to apply this to wall corners, but this is a bit trickers since that is a custom generated collision mesh. Finally we updated all the player characters to have a new dodge animation instead of the old blue dash. We lowered the speed at which you sady significantly, but increased the time you dash by quite a bit. This will give you a larger window of invincibility while you dash, but you should still cover a similar distance as before. In particular this should make it easier to correctly time a dodge through large laser beams (skullington fight) and large spike sets. Also, it just looks cooler.
For prop and visual work we did a full pass on all the static props in the mansion, removed several, and added several new ones for variety. We also re-added all of the large scale props like dining room tables to the rooms. They provide additional cover from enemies, but has a limited life. All props also have a permanent debris on destruction, a new explosion effect, and new debris particles. All candles/torches in the mansion should now work as a functional point light to make the whole scene a bit brighter. And we also added a mask in all the empty space on a level to reduce the likelyhood of seeing any random sprites poking through the sides. All in all, hopefully all this work makes the mansion feel more varied and interesting.
Thanks for reading, and we hope you have fun! We're looking forward to all of the new stuff we'll be adding in 2018. :)
Cheers,
Ryan & Craig
2018/01/02 - 1.12.6576 (Content Update 10)
---------------------------------------------------------------------------
Happy New Years!
What's New:
* Enemies now use the same movement code as players, providing improved movement around props and wall edges
* Decreased player dodge speed from 32 to 12, but increased dodge/incincibility time from 0.15 to 0.41 seconds
* Added a dodge animation for all player characters
* Added a dust trail to players while running
* Added first pass of a full map "ceiling" mesh to reduce sprites poking out into empty space
* Added functional point lights to mansion walls that have a candle or torch
* Added prop remains/splats for persistance after destruction
* Reworked all prop colliders/hit areas to be more accurate and smooth pathing out for players and enemies
* Updated to Unity 2017.2.1f1
* New Prop: Knight's armor
* New Prop: Grandfather clock
* New Prop: Large Dining Table (Round)
* New Prop: Large Dining Table (Horizontal & Vertical)
* New Prop: Sofa
* New Prop: Dining Chair (Red & Blue, front & side variants)
* New Prop: Potted plant
* New Prop: Fireplace
* New Prop: Book Stacks
* New Prop explosions and debris effects
What's Changed:
* Fixed several map generation bugs that were causing excess mesh generation and performance issues
* Fixed prop bug that would spawn multiple explosions and debris effects on death
* Reworked all mansion rooms to contain a valid start/exit location
* Reworked prop and enemy debris sorting to ensure prop debris always shows on top
* Fixed netcode bug where incorrectly configured props can cause an error on level initialization
Happy New Year!
This update is a bit smaller than usual with the break for holidays, but Craig and I are back hard at work after a few days off. We hope you all had a happy holidays!
The content in the update breaks into two major sections - player/enemy movement & prop/decoraton.
For movement we stated by taking the updated movement code from the previous update and applying it to all enemies as well. We had initially been hesitant to do this because it's a more cpu intensive system, but it results in much smoother movement around walls and props. If you notice performance issues with this build, please let me know. In addition to changing the collision system we also updated all the props in the mansion to have rounded corners. This should reduce any sticking points on props. Eventually we need to apply this to wall corners, but this is a bit trickers since that is a custom generated collision mesh. Finally we updated all the player characters to have a new dodge animation instead of the old blue dash. We lowered the speed at which you sady significantly, but increased the time you dash by quite a bit. This will give you a larger window of invincibility while you dash, but you should still cover a similar distance as before. In particular this should make it easier to correctly time a dodge through large laser beams (skullington fight) and large spike sets. Also, it just looks cooler.
For prop and visual work we did a full pass on all the static props in the mansion, removed several, and added several new ones for variety. We also re-added all of the large scale props like dining room tables to the rooms. They provide additional cover from enemies, but has a limited life. All props also have a permanent debris on destruction, a new explosion effect, and new debris particles. All candles/torches in the mansion should now work as a functional point light to make the whole scene a bit brighter. And we also added a mask in all the empty space on a level to reduce the likelyhood of seeing any random sprites poking through the sides. All in all, hopefully all this work makes the mansion feel more varied and interesting.
Thanks for reading, and we hope you have fun! We're looking forward to all of the new stuff we'll be adding in 2018. :)
Cheers,
Ryan & Craig
2018/01/02 - 1.12.6576 (Content Update 10)
---------------------------------------------------------------------------
Happy New Years!
What's New:
* Enemies now use the same movement code as players, providing improved movement around props and wall edges
* Decreased player dodge speed from 32 to 12, but increased dodge/incincibility time from 0.15 to 0.41 seconds
* Added a dodge animation for all player characters
* Added a dust trail to players while running
* Added first pass of a full map "ceiling" mesh to reduce sprites poking out into empty space
* Added functional point lights to mansion walls that have a candle or torch
* Added prop remains/splats for persistance after destruction
* Reworked all prop colliders/hit areas to be more accurate and smooth pathing out for players and enemies
* Updated to Unity 2017.2.1f1
* New Prop: Knight's armor
* New Prop: Grandfather clock
* New Prop: Large Dining Table (Round)
* New Prop: Large Dining Table (Horizontal & Vertical)
* New Prop: Sofa
* New Prop: Dining Chair (Red & Blue, front & side variants)
* New Prop: Potted plant
* New Prop: Fireplace
* New Prop: Book Stacks
* New Prop explosions and debris effects
What's Changed:
* Fixed several map generation bugs that were causing excess mesh generation and performance issues
* Fixed prop bug that would spawn multiple explosions and debris effects on death
* Reworked all mansion rooms to contain a valid start/exit location
* Reworked prop and enemy debris sorting to ensure prop debris always shows on top
* Fixed netcode bug where incorrectly configured props can cause an error on level initialization
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